If you don’t know what you’re making, how will you know when it’s done?
Posted by admin on April 24th, 2008Hi, I’m Tom. Life has been fairly busy, lately, and I keep meaning to get back to writing something here. Well, today something got me going enough to actually stop and write again. Imagine, if you will, a large number of spider monkeys. These monkeys love to climb and play all day. One day, one of them decides they need to organize and get something done. So they all fall in line and sit around to discuss what they will do. One particularly astute monkey declares, “We shall build a glorious Frumjoozit!” “Here, here!” the monkeys shout in chorus. And so they begin work…
The monkeys don’t quite know what a Frumjoozit really is, but many of them had seen one before. When asked about the experience they said there was an LCD monitor, a lot of hand waving, and they had a really fun time. In fact, the “fun” part was really all that mattered. “Our Frumjoozit will be fun!” declared the monkey-in-charge. And so the monkeys proceeded to design and build their Frumjoozit.
Three years passed, during which the monkeys consumed 5 million bananas.
At the end of the 3 years, an older, wiser monkey asked what they had produced after all that time. “We present to you, wise monkey overlord, our Frumjoozit. We like it, and we know you will, too.” The old, wise monkey took the Frumjoozit and examined it carefully. “This Frumjoozit sucks,” he said unapologetically. “You are all fired.”
Alas, the poor monkeys. What they lacked were clear requirements. The common sense approach to game design is to make something “fun.” In my opinion, this is not the right perspective. “Fun” is horribly ambiguous, and ephemeral under the best of circumstances. A 3-year software development project is completely hit-or-miss without rock solid requirements. And if those requirements are expected to change, then either shorten the development cycle, or use a software development methodology that continuously solicits, analyzes, and incorporates new requirements.
Continuous improvement… it’s not just a trite buzzword.
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